Article View: comp.lang.pascal.borland
Article #20Re: 3d programming
From: Christopher H. Clark
Date: Wed, 07 Feb 1996 04:56
Date: Wed, 07 Feb 1996 04:56
65 lines
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3492 bytes
James Derrick wrote:
>
> In article <4f3od9$2jg@zeus.tcp.co.uk>, agale@agale.tcp.co.uk (Aaron Gale)
> wrote:
>
> > Does anyone know how to find the intersection of a line and plane
> > in simple x,y and z cartesian coordinates. I have a model made
> > up of facets, each facet being defined by 4 points. The working
> > envelope that this model is in, is then scanned from the bottom
> > to the top. However I can't work out how to calculate the z
> > coordinate along the scan line that may intersect with a facet.
> >
> > The scanning line is always horizontal and is defined with the
> > x and y coordinates remaining the same, with one end of the line
> > minus z and the other end positive z. As an example at what point
> > does the line whose start point is (54,46,-100) and whose end
> > point is (54,46,100) intersect with a plane facet defined by 4
> > points in a anti-clockwise direction point 1 (40,20,-70),
> > point 2 (40,60,-40), point 3 (120,60,-40) and point 4 (120,20,-70).
>
> You only need 3 points to define a plane. Using these three points you
> can calculate the equation for the plane by simulaneous equations.
> ie using the first 3 points the equation using a form of z=mx+ny+b would be:
>
> 1. -70 = 40m + 20n + b
> 2. -40 = 40m + 60n + b
> 3. -40 = 120m + 60n + b
>
> Solving these gives m=0,n=0.75,b=-85.
> If you had a more complicated line you could solve the intersection also
> by the same method, however as all x & y values are the same, you can just
> substitute the x & y in, which gives you the intersection at (54,46,-50.5)
Actually, you only need 2 points to define a plane: a point on the plane and
a normal vector. If your line goes from P0 to P1, and Pt is a point on the
line, then the following equations hold:
Pt = P0 + t(P1 - P0) [NOTE: Pt, P1, and P0 are vectors, t is a scalar]
t < 0 or t > 1 --> no intersection
If Pe is a point on the plane and N is the inside normal to the plane, then
the following equations hold:
dot_product( (Pe - Pt), N ) = 0 --> Pt is at the intersection point
> 0 --> Pt is inside the plane
< 0 --> Pt is outside the plane
dot_product( N, (Pe - P0) )
t = ---------------------------
dot_product( N, (P1 - P0) )
Once you find t, you can find Pt, which is your intersection point. Note that
the equation for t fails if ||N|| = 0 (the 0 vector is usually a bad choice
for a normal vector :-), if P1 = P0 (no line), or if the line between P1 and P0
is parallel to the plane to which you're clipping (no intersection).
Hope this helps
-Chris
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Path: arc1-ca.pugleaf.net!news.cac.psu.edu!usenet From: "Christopher H. Clark" <chc104@psu.edu> Newsgroups: comp.lang.pascal.borland,comp.lang.pascal.mac,comp.lang.pascal.ansi-iso,comp.lang.pascal.misc,comp.sys.amiga.programmer,comp.graphics.algorithms,comp.os.ms-windows.programmer.graphics,comp.sys.amiga.graphics Subject: Re: 3d programming Date: Tue, 06 Feb 1996 23:56:46 -0500 Organization: Penn State Message-ID: <3118310E.52F@psu.edu> References: <4f3od9$2jg@zeus.tcp.co.uk> <jderrick-0502961551360001@slip037.csc.cuhk.hk> NNTP-Posting-Host: chc104.rh.psu.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.0b6a (WinNT; I)